How do you plan to keep the vehicle upright? not with the keep upright tool... At least I hope.
Looking amazing though! Please tell me that you'll be putting a 1 cylinder engine in it!!!

I'm thinking of adding a smaller sidecar to it, so I don't need to worry about balance too much.
Also White, tried building it generally just using HL2 props, but none of them really fitted it properly. It does use a couple HL2 props here and there though.

how are you getting those shocks to not lag slightly behind the movement of the bike?

Edited:

even with parenting and all that jazz, I never got a pivoting shock to extend and work quite right

Its 100% holograms. The front has two holograms, one at the top, and the other is that black bar in the front wheel. These aim at each-other using the atan function(if you simply use toAngle, they will flip when pitch passes 90 or whatever), the shock aesthetics are parented to them. The bottom one raises on the Z axis based on ranger distance. The rear uses trig to angle the swing arm instead of ranger distance, and the same method as above for the shocks.

Balto, I feel the need to point out that that design is called a Martin boxwing, because it was/is being developed by Lockheed Martin. Everything else looks great though!

The Marlin bit was actually completely unrelated to the boxwing, marlin being the name of the aircraft and boxwing the design classification I am familiar with the design's origins, I just cited the "box wing" element of the design name and not Lockheed Martin (though Lockheed martin is awesome)

Edited:
Damnit, now I have to go back to GPU and make a vector art skunkworks skunk and place it on the engines.

Its 100% holograms. The front has two holograms, one at the top, and the other is that black bar in the front wheel. These aim at each-other using the atan function(if you simply use toAngle, they will flip when pitch passes 90 or whatever), the shock aesthetics are parented to them. The bottom one raises on the Z axis based on ranger distance. The rear uses trig to angle the swing arm instead of ranger distance, and the same method as above for the shocks.

You are seven degrees of awesome. Not only did you answer my question but solved two persistent wire problems I had on other WIPs and I think I now know how to fix the treads.

Can I claim first to do this please?
Probably not, but this was a fun little project. I took one of my already-working engines and I mashed some holograms into it. The crankshaft is made of 17 holograms that are parented to the flywheel. Each camshaft has 14 holograms, and rotates counter the other at half the speed of the crankshaft. The 3 gears are also holograms, though I need to code in a belt or something to link them. Big thanks to NutsAndy and Biggles for a bit of help with maths and the concept.

Edited:

I just noticed that I'm missing the front bearing on the left camshaft. How odd. I also still need to get some actual valves in there (4/cylinder). Those are going to be a pain.

Anyway, backstory: me and a couple of guys were horsing around on GGG, playing helicopter bumpercars. Eventually someone had a great idea: Build a shitty airboat plane. So I did. The only problem is it flies really, really well and naturally. I love this thing now.

Is it just me or does the game run faster if I run a dedicated server on my computer that I play on instead of single player?

it would make sense if you have a multicore processor, since they both run in separate processes and are actually handled properly by the OS. See, when you join a Singleplayer game, Source basically creates a local server and throws you in it. That's a bastardization of what's going on, but since Source doesn't properly support multicore CPUs, it would theoretically be more efficient to run the server and the client in separate processes and let the OS handle them instead of letting Source do it on one process.

I was informed that Source's multicore utilization was a tacked-on feature and, as such, not able to handle processes as well as a program or OS that natively supports multicore processing. I can back this up since, as far as I know, coding for proper multicore support requires completely rewriting code or someshit, which I doubt the Valve team did between 2004 and 2007.

I'm pretty sure Source's multicore support treats all the cores of a processor as one big fast core instead of the individual cores, but that's coming from someone who doesn't have the background knowledge to know if all that is wrong or not.

It is tacked on but that doesn't mean it's ineffective; I get an extra 30fps on my crap box with multicore enabled. Also as a programmer I don't see why it'd take valve more than 3 years to squeeze some extra fps out of their engine. It's complicated, but it's not as bad as you might think.

(also as a programmer whenever i post here i never have content to show because e2s aren't contraptions )

Can I claim first to do this please?
Probably not, but this was a fun little project. I took one of my already-working engines and I mashed some holograms into it. The crankshaft is made of 17 holograms that are parented to the flywheel. Each camshaft has 14 holograms, and rotates counter the other at half the speed of the crankshaft. The 3 gears are also holograms, though I need to code in a belt or something to link them. Big thanks to NutsAndy and Biggles for a bit of help with maths and the concept.

Edited:

I just noticed that I'm missing the front bearing on the left camshaft. How odd. I also still need to get some actual valves in there (4/cylinder). Those are going to be a pain.

I was planning on doing that with an engine powered dozer for the accessories. Nice. That's fucking sweet.